Its a Goose flying boat that took me a good few hours in MilkShape3D (learning as I went along). Just need to find out about texturing complex shapes properly now.
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Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
30th April, 2005 at 15:26:07 -
Looks cool, the nearest propellor seems a little out of place though.
you need to increase the subdivisions, and possibly use subserfing to increase the smoothness, because the jaggedness of the model is still visible, mainly at the nose and the floaters, the wings are done nicely though
good use of background image though, it really gives the illusion that it has depth especially with the addition of the model
thanks very much for the advice - like I said, I'm new to this so it's all much appreciated (I'll just go google for "subserfing")
The propellor shouldn't look weird - its made to scale from a blueprint I found - don't know.
I agree that it's pretty jagged (the engine nacelles don't look very round for example) - the nose was an absolute nightmare because its got a boat-like concave sort of bottom that I really struggled with.
I presume subdivisions are basically the same as triangles? I've used 5832 and I'm allowed about 8000, so there is still plenty of room there for increasing the smoothness.
The wing looks ok from the angle shown, but in reality its *very* basic.
I sort of figured out texturing, as demonstrated by this new version (Goose Central is a website I found whilst looking for blueprints, and the colour scheme is from their logo). The only problem is that the writing is back to front on the other side at the moment, but I know how to fix that.
very nice use of textures, but i have one problem to point out, notice of the propellor closest to us? the way it wraps around the wing, it makes it look almost as if that edge of the wing flattened witht he bottom half, rather than rounded into the bottom half, that could use some fixing up
and about the polygon count, depending on what you want, such as using it as an active 3d game sprite, you'd be better off keeping it to a minimal, just like the object count in a click game, and to keep the camera distanced from the model, that way they won't be able to notice the lack of detail, whilst retaining speed, on the other hand, if you want to just create a scene/image, it's be better to get it to be as detailed as needed depending on the distance of the camera from the object, and you could always make it look much better with post work in a photo editing program, such as photoshop for example
but of course i'm pretty sure you already know most of this, so keep up the good work
I've done quite a bit of ray tracing in the past, & with some subdeviding, resizing of the final render, & using the Alpha Channel object to turn the antialising around the edges into real antialiasing, you could have yourself a nice pre-rendered 3D sprite as Sensation said (atleast what i got out of it).
Willy (Monkey Business): i doubt he knows how to rig(add bones for posing) his models yet, he's just starting off with 3d modelling, making scnenes and the such, animation requires some graph work and he's already got enough to deal with, as in learning to model
Brandon Cassata: yes, i was referring to anti-aliasing along with other edits in the post work, such as for human models, it's much easier to add hair in photoshop, than to make each and every strand of hair in 3d, which COULD possibly take well over 100 000 polygons, if it's realistically made, which isn't a good idea, especially for hair, and system usage, that's why post work is always handy, i can never find myself satisfied with a scene, image, until i spend at least an hour on it in post work
I rarely leave a render without doing some tinkering with it in Photoshop. Even if it's just sorting the levels out or something.
My Ralph Kippel renders from Zombies Now, I actually modelled Ralph in sections instead of using bones. Bones slow the process down too much and are really hard to get right, with me having to do so very many animations for Ralph I decided to go the sectioned way. The zombies however have a lot less animations, so I used bones for them. Anyway, for the quality Ralph renders I load them into Photoshop and get rid of any visible joints and smooth some rough edges out, and sometimes I'll add some shadows or highlights if I feel it needs it.
Good picture, by the way. I tend to agree with what everyone else has said though. It needs anti-aliasing and sub-dividing to smooth out the angular parts, and it could do with some specular details, i.e. shinyness.
hmmm, how do bones slow down the animation process AsparagusTrevor? and what program do you use? i myself use Blender3D, and i can animate models with it fairly quickly
I mean bones tend to slow down the actual program (3D Studio MAX), as there's the mesh deformation to calculate, on high poly meshes it can get pretty choppy. It's also difficult to set up a convincing bone-rig on a character without getting unrealistic distortions, it can take a lot of work to get it looking right in every situation.
By sectioning I mean pretty much cutting the mesh into parts, like hand and forearm and arm are separate objects. I try do it so you don't really notice any seams, but if any are visible I'll get rid of them in Photoshop.
ohh, i understand what you mean now, yeah, sectioning can be somewhat easier, but then again, i guess it depends on who you're talking too and their own peresonal experiences, but as for the bones, it doesn't really slow down my system any (but of course, i have the latest in gaming computers) as for the mesh deformations, i think you need to set the area of effect, to avoid mesh deformations, because the area of effect is probably too large
I did "unweld" some parts deliberately, including the cockpit - I wanted a nice sharp angle between the top of the nose and the windshield, but it resulted in an extra line along the nose that I was just too lazy to fix. The same applies to the steps along the bottom of the fuselage. The tail also looks a bit weird, but anything else I just didn't notice.
Anyhow, I'm done playing with this particular model - here's my final version: